Nades, Fking nades

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HJGF
Posts: 233
Joined: Fri Feb 05, 2010 10:28 pm

Nades, Fking nades

Post by HJGF »

Hi everyone i found a glitch on my infection mod is with nades fisrt i made a new nade with new name: M67 it worked but i didnt had animations idk why

http://www.xfire.com/video/23938b/

Then apache told me to not make a new one but use the greande allies this is what happend:


http://www.xfire.com/video/2396c6/
Last edited by HJGF on Thu Mar 04, 2010 4:47 am, edited 1 time in total.
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tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Nades, Fking nades

Post by tekk »

Regarding the first video , looks like it may be missing textures, Did you check the standardmesh .rs files to make sure that all the textures that are being called for are in your textures ?

Second video looks like a missing standardmesh for that weapon.

Not to sure but i would check those places first.
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
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HJGF
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Joined: Fri Feb 05, 2010 10:28 pm

Re: Nades, Fking nades

Post by HJGF »

IDK how they look in the video but in game they show up but the problem is that ir thers no throw animation or the nade glitches
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Apache Thunder
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Re: Nades, Fking nades

Post by Apache Thunder »

You may need to use the SKE file and BAF files from Desertcombat if your mod is based off vanilla and doesn't have DC as a dependency. DC changed the skeleton and animations for the grenade I believe.
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